Character Design
I designed and illustrated the main cast, translating each character's role, personality, and relationship to the incident into a unified visual language.
In-Game Showcase
I art directed the environments, coordinating composition, atmosphere, color, and revision feedback so the locations supported the story's unease and unreliable memories.






01 — Initial Version
For Tao's apartment, the environment needed to feel old, lived-in, and slightly oppressive in support of the story. In the initial version, the central door drew attention away from the door on the right, where the interaction takes place, while the high saturation made the hallway feel too new.
02 — Revision
I reduced the central door's saturation, removed elements that did not fit the residential setting, and adjusted the perspective so the interaction area read more clearly. Muted lighting and color helped establish a more believable sense of age and unease.
03 — Final Adjustment
The final version expands the visible space and adds advertisements, worn surfaces, and door-frame patterns. These details give Tao's apartment more history, strengthen the residential atmosphere, and support the scene's narrative context.
INITIAL ART — CHRISTINA ZHANG
REVISION — ROWENA CHEN
FINAL ART — SHUNRAN SHENWorkflow
The Miro board records our visual references, review rounds, paint-over notes, and communication process from early exploration to final delivery.